Lizardfolk 5E Monster

Contents

Traits

Maintain Breath: All of the lizardfolks are capable of maintain their breath virtually for quarter-hour.

Actions

Multiattack: Right here the lizardfolk could make two melee assaults and from these assaults are every one is with a unique weapon.

Chew: Through the use of this chunk assault this lizardfolk monster could make a melee weapon assault: +4 to hit, attain 5 ft., one goal. Hit: 5 (1d6 + 2) piercing harm.

Heavy Membership: By having this heavy membership assault this monster could make a Melee Weapon Assault: +4 to hit, attain 5 ft., one goal. Hit: 5 (1d6 + 2) bludgeoning harm.

Javelin: With this Javelin assault this monster could make a Melee or Ranged Weapon Assault: +4 to hit, attain 5 ft. or vary 30/120 ft., one goal. Hit: 5 (1d6 + 2) piercing harm.

Spiked Defend: By having this Spiked Defend assault this monster could make a Melee Weapon Assault: +4 to hit, attain 5 ft., one goal. Hit: 5 (1d6 + 2) piercing harm.

Attributes Of Lizardfolk 5E Monster

AC 15 (Pure Armor, Defend)
Alignment Impartial
CHA 7
CON 13
Problem Ranking 1/2
DEX 10
HP 22 (4d8+4)
INT 7
Languages Draconic
Passive Notion 13
Roll 0 1d20 + 4 1d6+2
Roll 1 1d20 + 4 1d6+2
Roll 2 1d20 + 4 1d6+2
Roll 3 1d20 + 4 1d6+2
STR 15
Dimension Medium
Abilities Notion +3, Stealth +4, Survival +5
Velocity 30 ft., swim 30 ft.
Kind humanoid (lizardfolk)
WIS 12

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